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Post by Gaia on Nov 7, 2019 13:58:31 GMT -8
JunkMan.SIT
[JunkMan has Lv3 Initiative]
1-100
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Post by xoDeathy on Nov 7, 2019 13:59:55 GMT -8
Keksis is V8 and has Level 3 Init
1-100
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Post by xoDeathy on Nov 7, 2019 16:03:27 GMT -8
|Defense Phase|
[0/5]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen]
[Resource Typing summons Hopsis, an Electric Bunny] Keksis's HP: 2400/2400
Hopsis HP: 400/400 Armor: 45
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 5 Attack Slots -50 Damage Dark Adviser
+10% Multi-Elem
1:|::DarkCannonCode:: 1140 Normal/Dark S-Damage Breaks Shields ::A:: Gains Damage equal to the User's Missing HP (to a max of User's Base Dark Chip Damage (390)) ::C:: If no other attack was used this turn, this chip deals x3 Damage ::°:: Glitch: Locks all C-Attacks
2:|Charging Saliguay (1)
3:|Charging Gravarion Collapse (1)
4:|Charging Sealing Fate (1)
5:| Charging Cataclysmic Obliteration (1)
Hopsis:| <Zip Ring> S-Range, Elec Hopsis hurls a quicker ring! 50 Damage Undodgeable, Cuts Auras Cannot be Countered 1 CD
|Summary Phase|
Keksis's HP: 2400/2400 Field: Normal B-Chip Folder: 6/7 [3/3 Mega, 1/1 Giga] (+0/2 this turn, 0 used, 1 Sealing Fate) Cooldowns:
Zip Ring (0/1)
Chips Used: Dark Cannon x1
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Post by Gaia on Nov 12, 2019 18:43:36 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[Initiative ⇪ Sigma] Passive Program The user has a +3 Initiative. Grants 20% Damage Reduction against all attacks on the first Defensive Phase.
[JunkMan has 55 Armor, is weak to Dark, and takes 41.34% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Onyx Cross: 1/Turn, Reduce 1 Incoming Attack's Damage by 50%] [Stone: Reduce 1 Incoming Attack's Damage by 30% (2-CD)] [Dark Cannon] - Taken for [1,140] 295 Damage.
[JunkMan HP=3010/3300]
Support Phase
[JunkMan HP=3010/3300]
[N/A]
[JunkMan HP=3010/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
1. [Poltergeist] [1/2 Charges]
2. [Collect] [1/1 Charges]
3. [Recycled Frame] - [1/4 Charges]
4. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 60 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
60 Damage @ Keksis
[JunkMan HP=3010/3300]
[Status] - - [Stage] - - [Cooldown] - - [Stone] - [0/2]
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Post by xoDeathy on Nov 13, 2019 12:16:33 GMT -8
|Defense Phase|
Fatebringer Stacks: 1, +25 Armor/Regen
Keksis takes Junk Press for (60 -45) 0 Damage
[1/5]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen] [Adjusted Fatebringer Stacks: 0, +0 Armor/Regen]
-<Celestial Coins>- A-Tier Striking Keksis causes small blue flames to form a halo around the back of his head, in which he uses to quickly conjure chip data, or else they dissipate a few moments later. -Each time Keksis is struck by an attack, he gains +1 Chip Use for 1 turn, to a max of +2 Temporary Chip Uses. Resets each turn- -Chip Uses gained this way can also be sacrificed instead of a Skill Use for Chips that specify to do so- -Passive-
-<Fatebringer Armor: Convergent Force MK.I>- C-Tier While normally not looking for upgrades to his own self, his interest in the armor created by his friend's operator has peaked. Convergent Force Mk.I features small sustaining bonuses for those looking more towards spending resources for tactical victories rather than brute forcing their way through. -+90 Regen- -Whenever Keksis consumes a Chip Use, he gains 1% of his Max HP as Stacking Armor. A stack of Stacking Armor is lost upon taking a full attack- -Passive- -<Fatebringer Armor: Convergent Force MK.II>- C-Tier While normally not looking for upgrades to his own self, his interest in the armor created by his friend's operator has peaked. Convergent Force Mk.II further advances the sustaining bonuses granted by the first edition when spending resources, allowing greatly increased survive-ability while tactically advancing. -+45 Armor- -Whenever Keksis consumes a Chip Use, he gains 1% of his Max HP as Stacking Regen. A stack of Stacking Regen is lost upon taking a full attack- -Passive-
[The panels begin to glitch out!] <Set Stage> Activated Program User may change all panels on the field for 3 Turns. Stage is chosen upon purchase. ⇪ Omega The Stage of this Program is chosen upon use ⦗Uses per battle: 1/1, +1 Resource⦘1 left
Glitch Panels Bug Element ° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source ° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active ° Lasts 3 turns
Keksis's HP: 2400/2400
Hopsis HP: 400/400 Armor: 45
Field: Glitch (1/3) Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 5 Attack Slots -50 Damage Dark Adviser
+10% Multi-Elem
1:|Charging Forbidden Strength (1) 2:| <Celestial Art: Saliguay> S-Range, Wind/Bug Keksis sweeps the field with a gust of celestial energy, followed by an aftershock of the same energy. 40 Damage Breaks Shields, Undodgeable, Cannot be Naturally Avoided -If hits, victim gains -50%/+50% to Damage taken from Strengths/Weaknesses, respectively, for 1 turn- 1-Turn Required Charge 1 CD 3:| <Celestial Art: Gravarion Collapse> C-Range, Wind/Bug Keksis reels his hammer back before striking the ground, causing a gust of celestial energy to bee line towards an opponent, followed by the ground beneath them enveloping them. 40 Damage Breaks Shields, Cuts Auras/Barriers, Cannot be Naturally Avoided -If hits, victim gains -50%/+50% to Damage taken from Strengths/Weaknesses, respectively, for 1 turn- 1-Turn Required Charge 1 CD
4:| ::TimeBombCode:: -Fiesta- Attack Skill || Costs 1 Attack Slot to activate ::°:: Summons a Time Bomb with 3 HP ::°:: Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ::°:: Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ::°:: After 1 Turn, Timebomb explodes, dealing 260 Unavoidable Damage to all enemies ::°:: Upgrades increase Timebomb's HP by 1 (Base 3)
5:| Charging Sealing Fate (2)
Hopsis:| Charging Zap Ring (1)
|Summary Phase|
80 Wind/Bug Damage @ JunkMan
Keksis's HP: 2400/2400 B-Chip Folder: 6/7 [3/3 Mega, 1/1 Giga] (+1/2 this turn, 1 used, 2 Sealing Fate) Cooldowns:
Zip Ring (1/1)
Chips Used: Dark Cannon x1
Time Bomb x1
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Post by Gaia on Nov 13, 2019 14:12:21 GMT -8
#s://media~discordapp~net/attachments/295395168230703105/581296855422599168/JunkMan~png
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[Glitch Panels - JunkMan gets afflicted by Blind!]
[JunkMan has 55 Armor, is weak against Dark and Bug, Strong against Wind, and takes 51.68% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Saliguay] - Taken for [40] 0 Damage. [Gravarion Collapse] - Taken for [40] 0 Damage.
[Junkman suffers +100%/-100% taken from Strengths/Weaknesses for the next turn]
[JunkMan HP=3010/3300]
Support Phase
[JunkMan HP=3010/3300]
[N/A]
[JunkMan HP=3010/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Poltergeist] - [2/2 Charges]
1. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
2. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
3. [Recycled Frame] - [2/4 Charges]
4. [Junk Press] Stone | Combat JunkMan flattens his claws into metallic presses and smashes his foe against the ground. - 60 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
240 Damage @ Keksis
[JunkMan HP=3010/3300]
[Status] - - [-100%/+100% to Damage taken from Strengths/Weaknesses] [0/1] [Stage] - - Glitch Panels [Cooldown] - - [Stone] - [1/2]
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Post by xoDeathy on Nov 16, 2019 18:35:39 GMT -8
|Defense Phase|
Fatebringer Stacks: 1, +25 Armor/Regen
Keksis takes Reuse for (180 -70) 110 Damage
[Nat Barriers RoS effect (>:v)]
Collect deals 0 Damage
Junk Press deals (60 -45) 15 Damage
[2/5]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen] [Adjusted Fatebringer Stacks: 0, +0 Armor/Regen]
Glitch Panels Bug Element ° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source ° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active ° Lasts 3 turns
Keksis's HP: 2265/2400
Hopsis HP: 400/400 Armor: 45
Field: Glitch (2/3) Nat. 1 CD:// 0/5 Status(es):
|Unleash Phase| 5 Attack Slots -50 Damage Dark Adviser
+10% Multi-Elem
1:|<Celestial Art: Forbidden Strength> S-Range, Wind Keksis raises his hammer, a vortex of celestial energy enveloping it, hardening it for its next strike. No Damage -Keksis's next attack gains +120 Damage- 1-Turn Required Charge
2:|::DarkSwordCode:: 505 Blade/Dark C-Damage Breaks Shields ::B:: Upon use of this attack, may adopt one of the following effects: Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided ::★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips ::°:: Glitch: Locks all S-Attacks
3:|::DarkSwordCode:: 375 Blade/Dark C-Damage Breaks Shields ::B:: Upon use of this attack, may adopt one of the following effects: Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided ::★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips ::°:: Glitch: Locks all S-Attacks
Hopsis:|<Zap Ring> S-Range, Elec Hopsis hurls an energy ring at the foe! 60 Damage Undodgeable If charged, Paralyzes 1-Turn Optional Charge
4:| ::DarkShockwaveCode:: 375 Dark S-Damage Breaks Shields ::S:: If Hits, victim cannot use Non-Avoidance Skills for 1 Turn ::S:: If Avoided, victim cannot use Aiming Skills for 1 Turn ::°:: Glitch: User's Non-Avoidance Skills are locked this turn
[BOOOM!]
::TimeBombCode:: -Fiesta- Attack Skill || Costs 1 Attack Slot to activate ::°:: Summons a Time Bomb with 3 HP ::°:: Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ::°:: Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ::°:: After 1 Turn, Timebomb explodes, dealing 260 Unavoidable Damage to all enemies ::°:: Upgrades increase Timebomb's HP by 1 (Base 1)
5:| Charging Sealing Fate (3)
|Summary Phase|
No Wind/Bug Damage @ JunkMan
880 Blade/Dark Damage @ JunkMan
60 Elec Damage @ JunkMan
375 Dark Damage @ JunkMan
260 Unavoidable Damage @ All
Keksis's HP: 2265/2400 B-Chip Folder: 6/7 [3/3 Mega, 1/1 Giga] (+2/2 this turn, 2 used, 4 Sealing Fate) Cooldowns:
Chips Used: Dark Cannon x1
Time Bomb x1
Dark Sword x1 Dark Shockwave x1
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Post by Gaia on Nov 17, 2019 20:12:59 GMT -8
#s://media~discordapp~net/attachments/295395168230703105/581296855422599168/JunkMan~png
JunkMan.SIT
Defense Phase
[JunkMan HP=3010/3300]
[Glitch Panels - JunkMan gets afflicted by Darken!]
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 2/4 Uses]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[JunkMan has 55 Armor, is weak against Dark and Bug, Strong against Wind, and takes 51.68% Damage]
[DarkSword] - JunkMan blocks both with JunkCubeA and JunkCubeB, forming them as Unbreakable Shields! Both broken as shields! [Zap Ring] - Intercepted by JunkCubeA! [Dark Shockwave] - Intercepted by JunkCubeA!
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Time Bomb] - Taken for 260 Unavoidable Damage!
[JunkMan HP=3,010/3,300] [Impervious HP=1,940/2,200] [JunkCubeA HP=15/710] [JunkCubeB HP=250/510]
Support Phase
[JunkMan HP=3010/3300]
[N/A]
[JunkMan HP=3010/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Collect] - [1/1 Charges]
1. [Recycled Frame] Stone | Shot JunkMan pieces together a prized structure within the piles of trash. - [80] 120 Damage [40%] -- Deals no Damage. Spawns a [CompactCube] with health equal to this Attack's Damage. --- Can be Optionally Charged for 3 Turns. Damage increases by an addtional 20% per target beyond the first. ---- 1-Turn Charge, 3 Uses
[Efficiency] [A-Tier, Object Support] JunkMan is adept at putting together his lovely creations, and can easily build more from available resources. - JunkMan can spawn up to 2 Additional Objects of each type. -- [Passive]
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 0/4 Uses]
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. Per three AssaultCubes merged, they gain an additional attack slot. -- Only 1 AssaultCube can be active at a time. ---- [Active, 1/4 Uses]
[CompactCube] [A-Tier, Object] A cube designed as little more than an empty frame with springs around which to hold others. The cube latches onto other objects and compresses them within its incredibly tight core. - CompactCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 40%) + (10 * V)] 470-HP. -- CompactCubes can merge with existing objects, adding 50% of the second object's Health and combining all effects. --- Only 1 CompactCube can be active at a time. ---- [Active, 2/4 Uses]
[JunkMan controls 3 JunkCubes, 3 AssaultCubes, 3 CompactCubes]
2. ::TimeBombCode:: ⇪⇪⇪ Attack Skill || Costs 1 Attack Slot to activate ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing 210 Unavoidable Damage to all enemies ° Upgrades increase Timebomb's HP by 1 (Base 1)
3. ::TimeBombCode:: ⇪⇪⇪ Attack Skill || Costs 1 Attack Slot to activate ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing 210 Unavoidable Damage to all enemies ° Upgrades increase Timebomb's HP by 1 (Base 1)

Wind No Damage || Does not Cost an Attack Slot to use ° Upon Use, Summons a Non-Intercepting Windbox with 210 HP. ° While the WindBox is active, C-Attacks lose their aimers for all participants ° User must sacrifice 1 Skill Use to activate this Chip [-1 use from CompactCube] ° This Chip cannot be Upgraded
4. [Poltergeist] Stone | Shot A burst of magnetism picks up nearby piles of trash and throws them at JunkMan's opponent! - 720 Damage [60%] -- Breaks Shields, Cuts Auras --- 2 Hits, Avoided Separately ---- Gains 30% Damage per object on the field, on use ----- 2-Turn Required Charge
[CompactCubeB merges with AssaultCubeA, B. Creates an object with 2 Attack Slots, can absorb other AssaultCubes for +40% Health and +20% Damage per Assault Cube. Every 3rd cube grants +2 AS.]
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. Per three AssaultCubes merged, they gain an additional attack slot. -- Only 1 AssaultCube can be active at a time. ---- [Active, 0/4 Uses]
CompactCube:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 90 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeA:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeB:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
[CompactCubeB eats 2 AssaultCubes, gaining +80% Health and +40% Damage]
Summary Phase
240 Damage @ Keksis
[JunkMan HP=3010/3300] [Impervious HP=1,940/2,200] [JunkCubeA HP=15/710] [JunkCubeB HP=250/510] [JunkCubeC HP=510/510] [JunkCubeD HP=510/510] [CompactCubeA HP=170/170] [CompactCubeB HP=1,910/1,910] [CompactCubeC HP=470/470] [WindBox HP=260/260]
[Status] - - [-100%/+100% to Damage taken from Strengths/Weaknesses] [1/1] - [Blind] - [Darken] [Stage] - - Glitch Panels [Cooldown] - - [Stone] - [2/2] - [Reuse] - [1/1]
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Post by xoDeathy on Nov 19, 2019 13:43:42 GMT -8
|Defense Phase|
Fatebringer Stacks: 2, +50 Armor/Regen
Hopsis intercepts Poltergeist! Dodges it twice! -<Hop>- Activated Speed Skill *Hopsis deftly avoids an attack!* -Dodges 1 Attack- -2 Uses-0 left
Junk Press deals (90 -95) 0 Damage
Junk Press 2 deals (70 -70) 0 Damage
Junk Press 3 deals 70 Damage
Junk Press 4 avoided by
 <Amethyst Cross of Speed> A shining cross of amethyst, emanates a powerful force. ° User has +1 Natural Avoid (Shield, 0 Turn CD)
[3/5]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen] [Adjusted Fatebringer Stacks: 0, +0 Armor/Regen]
[Hopsis is all charged up! Auto Charging Zap Ring] -<Friction>- Passive Trait *Movement generates power within Hopsis that it can unleash upon hapless foes.* Whenever Hopsis successfully avoids an attack, it Auto Charges 1 Attack (chosen upon success).
Glitch Panels Bug Element ° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source ° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active ° Lasts 3 turns
Keksis's HP: 2285/2400
Hopsis HP: 400/400 Armor: 45
Field: Glitch (3/3) Nat. 1 CD:// 0/5 Status(es):
|Unleash Phase| 5 Attack Slots -50 Damage Dark Adviser
+10% Multi-Elem
1:|::DarkSpreaderCode:: 450 Normal/Dark S-Damage Breaks Shields ::A:: Hits All ::A:: Deals +20% Damage per enemy targeted (Does not count Objects or Clones)[+20%] ::A:: If Hits, inflicts Isolation for 1 Turn (allies cannot intercept for victim nor they for their allies) ::°:: Glitch: User loses HP equal to 20% of this chip's total damage upon use
2:|::DarkCircleCode:: @ Junk Cube A,B,C,D; CompactCube A,B,C 375 Seeking/Dark S-Damage Breaks Unbreakable Shields, Undodgeable ::A:: Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use ::A:: Deals up to 7 hits at full damage ::C:: Hits can be divided among multiple targets with no more than 2 hits per target ::°:: Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
3:|  Bug Riser Sword 1145 Bug/Blade C-Damage ° Hits All || Fully Undodgeable || Cuts UnCuttable Auras ° This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. ° Each use of this chip puts it on a 1-Turn Cooldown ° Can gain Damage from external sources, but cannot otherwise be augmented
Hopsis:|<Zip Ring> @ JunkMan S-Range, Elec Hopsis hurls a quicker ring! 50 Damage Undodgeable, Cuts Auras Cannot be Countered 1 CD
4:| Charging Cataclysmic Obliteration (1)
5:| Charging Sealing Fate (4)
|Summary Phase|
450 Normal/Dark Damage @ All
375 Seeking/Dark Damage @ Cubes
1145 Bug/Blade Damage @ All
50 Elec Damage @ JunkMan
Keksis's HP: 2285/2400 B-Chip Folder: 5/7 [3/3 Mega, 0/1 Giga] (+2/2 this turn, 2 used, 7 Sealing Fate) Cooldowns:
Zip Ring (0/1)
Chips Used: Dark Cannon x1
Time Bomb x1
Dark Sword x1 Dark Shockwave x1
BugRiserSword x1 Dark Spreader x1 Dark Circle x1
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Post by Gaia on Dec 26, 2019 20:57:29 GMT -8
#s://media~discordapp~net/attachments/295395168230703105/581296855422599168/JunkMan~png
JunkMan.SIT
Defense Phase
[JunkMan HP=3010/3300]
[Glitch Panels - JunkMan gets afflicted by Freeze-S!]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[JunkMan has 55 Armor, is weak against Dark and Bug, Strong against Wind, and takes 51.68% Damage]
[DarkSpreader] - JunkMan raises each of his objects as an unbreakable shield! CompactCubeA, C and Windbox are destroyed as shields! [DarkCircle] - Intercepted by JunkMan! JunkMan takes [375] 195 * 7 Damage! [BugRise Sword] - Taken for [1,145] 730 Damage! [ZapRing] - Taken for [50] 0 Damage!
[JunkMan HP=915/3,300] [Impervious HP=1,940/2,200] [JunkCubeA HP=0/710] [JunkCubeB HP=0/510] [JunkCubeC HP=60/510] [JunkCubeD HP=60/510] [CompactCubeA HP=0/170] [CompactCubeB HP=1,460/1,910] [CompactCubeC HP=20/470] [WindBox HP=260/260]
Support Phase
[JunkMan HP=915/3300]
[Self-Repairing] [S-Tier, Regen] [+99/330] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[JunkMan HP=1,014/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Recycle] - [1/1 Charges]
::TimeBombCode:: ⇪⇪⇪ Attack Skill || Costs 1 Attack Slot to activate ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing 210 Unavoidable Damage to all enemies ° Upgrades increase Timebomb's HP by 1 (Base 1)
::TimeBombCode:: ⇪⇪⇪ Attack Skill || Costs 1 Attack Slot to activate ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing 210 Unavoidable Damage to all enemies ° Upgrades increase Timebomb's HP by 1 (Base 1)
1. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
2. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
3. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
4. [Reverberation] [1/2 Charges]
[CompactCubeB merges with AssaultCubeA, B. Creates an object with 2 Attack Slots, can absorb other AssaultCubes for +40% Health and +20% Damage per Assault Cube. Every 3rd cube grants +2 AS.]
CompactCube:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 55 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 55 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
770 Damage @ Keksis
[JunkMan HP=915/3,300] [Impervious HP=1,940/2,200] [JunkCubeC HP=60/510] [JunkCubeD HP=60/510] [CompactCubeB HP=1,460/1,910] [CompactCubeC HP=20/470] [WindBox HP=260/260]
[Status] - - [Blind] - [Darken] - [Freeze-Z] [Stage] - - Glitch Panels [Cooldown] - [N/A]
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Post by xoDeathy on Dec 27, 2019 12:50:59 GMT -8
|Defense Phase|
Fatebringer Stacks: 3, +75 Armor/Regen
Keksis and Hopsis takes both Time Bombs for 420
-2 Stacks
[Hopsis deleted!]
Keksis takes Bolt Missile for (80 -70) 10 Damage -1 Stack
Keksis takes the next 2 Bolt Missiles for (80 -45, x2) 70 Damage
Cubes deal (55 -45, x2) 10 Damage
 <Amethyst Cross of Speed> A shining cross of amethyst, emanates a powerful force. ° User has +1 Natural Avoid (Shield, 0 Turn CD)
[Cured]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen] [Adjusted Fatebringer Stacks: 0, +0 Armor/Regen]
[Expends a Celestial Coin to proc]
::Recovery200Code:: Support Skill || Costs 1 Skill Use to activate ::°:: User restores 200 HP ::°:: Upgrades increase HP Restored by 50 (Base 200)
[Keksis activates Set Stage for Glitch Panels, 0 uses left] <Set Stage> Activated Program User may change all panels on the field for 3 Turns. Stage is chosen upon purchase. ⇪ Omega The Stage of this Program is chosen upon use ⦗Uses per battle: 1/1, +1 Resource⦘
Glitch Panels Bug Element ° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source ° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active ° Lasts 3 turns
Keksis's HP: 2075/2400
Hopsis HP: 0/400 Armor: 45
Field: Glitch (1/3) Nat. 1 CD:// 2/5 Status(es):
|Unleash Phase| 5 Attack Slots +10% Multi-Elem
1:|::DarkSpreaderCode:: 515 Normal/Dark S-Damage Breaks Shields ::A:: Hits All ::A:: Deals +20% Damage per enemy targeted (Does not count Objects or Clones)[+20%] ::A:: If Hits, inflicts Isolation for 1 Turn (allies cannot intercept for victim nor they for their allies) ::°:: Glitch: User loses HP equal to 20% of this chip's total damage upon use
2:| <Celestial Art: Forbidden Gathering Storm> C-Range, Wind/Bug Keksis throws his hammer at an opponent. If it connects, it passes through the opponent, stealing a part of their spirit before returning. 105 Damage Breaks Shields, Cuts Auras/Barriers -If hits, +1 Chip Use- 1 Use 3:| Charging Forbidden Knowledge (1)
4:| Charging Cataclysmic Obliteration (2)
5:| Charging Sealing Fate (5)
|Summary Phase|
515 Normal/Dark Damage @ All
105 Wind/Bug Damage @ JunkMan
Keksis's HP: 2075/2400 B-Chip Folder: 4/7 [3/3 Mega, 0/1 Giga] (+2/2 this turn, 3 used, 10 Sealing Fate) Cooldowns:
BugRiserSword (1/1)
Chips Used: Dark Cannon x1
Time Bomb x1
Dark Sword x1 Dark Shockwave x1
BugRiserSword x1 Dark Spreader x2 Dark Circle x1
Recovery200 x1
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Post by Gaia on Dec 27, 2019 14:37:55 GMT -8
#s://media~discordapp~net/attachments/295395168230703105/581296855422599168/JunkMan~png
JunkMan.SIT
Defense Phase
[JunkMan HP=1014/3300]
[Glitch Panels - JunkMan gets afflicted by Paralyze!]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[JunkMan has 55 Armor, is weak against Dark and Bug, Strong against Wind, and takes 51.68% Damage]
[Onyx Star - JunkMan takes 50% from 1 incoming attack per turn!] [DarkSpreader] - Taken for [515] 155 Damage! [Gathering Storm] - Taken for [105] 25 Damage!
[JunkMan HP=834/3,300] [Impervious HP=1,940/2,200] [CompactCubeB HP=945/1,910]
Support Phase
[JunkMan HP=834/3300]
[Self-Repairing] [S-Tier, Regen] [+99/330] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[JunkMan HP=933/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reverberation] - [2/2 Charges]
1. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
2. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
3. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
CompactCube:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 55 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 55 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
1,330 Damage @ Keksis
[JunkMan HP=933/3,300] [Impervious HP=1,940/2,200] [CompactCubeB HP=945/1,910]
[Status] - - [Blind] - [Darken] - [Freeze-S] - [Paralyze] [Stage] - - Glitch Panels [Cooldown] - - [Reuse] [0/1]
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Post by xoDeathy on Feb 21, 2020 11:31:52 GMT -8
|Defense Phase|
Fatebringer Stacks: 2, +50 Armor/Regen
Reuse avoided by the Cross
Keksis takes Bolt Missile for (80 -95) 0 Damage -1 Stack
Keksis takes Bolt Missile for (80 -70) 10 Damage -1 Stack
Cubes deal (55 -45, x2) 10 Damage
 <Amethyst Cross of Speed> A shining cross of amethyst, emanates a powerful force. ° User has +1 Natural Avoid (Shield, 0 Turn CD)
[Cured]
<Ring of the Dark Adviser> A ring with strange powers, said to increase the user's speed and offensive powers.... ° User has +2 Attack Slots ° Glitch: User deals -50 Damage with all attacks ° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[90 Regen] [Adjusted Fatebringer Stacks: 0, +0 Armor/Regen]
[Gathering Storm lands, +1 Chip use]
[Forbidden Sealing Fate absorbs Boomerang gaining S-Tier, Dark Spreader absorbs Air Shot gaining Destroys Objects]
-<Standard Chip Reader>- B-Tier Keksis's completed research on Standard Chips allows him to use their data as his own. -Keksis can spend 1 Use to add a C or B Tier Effect from a Standard Chip to one attack- -Keksis can spend 2 Uses to add an A or S Tier Effect from a Standard Chip to one attack- -Keksis cannot copy ★ Tier Effects -Only one S-Tier Effect can be imbued onto an attack- -The Chip is still consumed and all applicable costs must be paid- -4 uses-0 left
[Forbidden Sealing Fate absorbs Dark Shockwave gaining If hits effect, and Dark Cannon gaining Damage based on Missing HP] -<Dark Chip Reader>- B-Tier Keksis's completed research on Dark Chips allows him to use their data as his own. -Keksis can spend 1 Use to add a C or B Tier Effect from a Dark Chip to one attack- -Keksis can spend 2 Uses to add an A or S Tier Effect from a Dark Chip to one attack- -Keksis cannot copy ★ Tier Effects -Only one S-Tier Effect can be imbued onto an attack- -The Chip is still consumed and all applicable costs must be paid- -4 uses-0 left
[Keksis adds his Lava Stage Chip to Glitch Panels!]
<Celestial Sky> Advanced With a new breakthrough in Keksis's research, Keksis tears away at the reality of data on the field, causing an indirect, and unstable, connection to the Celestial Realm. -[+]If the current field is not Normal or Locked, once per turn Keksis may summon a Field and combine it with the current Field, adding all Elements and Effects. Does not extend the duration- -[=]If the opponent or Keksis place a field normally, all currently combined fields are overwritten- -[=]Cannot add a duplicate stage to itself- -[-]Keksis may not benefit from positive stage effects to himself (his attacks still gain benefits)- -Passive-
 Glitch/Lava Panels Bug Element ° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source ° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active ° Non-Fire navis take 100 Fire Element damage/turn ° Fire Element attacks deal x1.1 damage ° Fire Element navis gain 100 HP/turn
° Lasts 3 turns
Keksis's HP: 2145/2400
Hopsis HP: 0/400 Armor: 45
Field: Glitch/Lava (2/3) Nat. 1 CD:// 3/5 Status(es):
|Unleash Phase| 5 Attack Slots +10% Multi-Elem, +10% Lava Damage
1:|::DarkSpreaderCode:: @ All 515 Normal/Dark S-Damage Breaks Shields +Destroys Objects+
::A:: Hits All ::A:: Deals +20% Damage per enemy targeted (Does not count Objects or Clones)[+20%] ::A:: If Hits, inflicts Isolation for 1 Turn (allies cannot intercept for victim nor they for their allies) ::°:: Glitch: User loses HP equal to 20% of this chip's total damage upon use
2:|::BugRiserSwordCode:: @ All 1145 Bug/Blade C-Damage ::°:: Hits All || Fully Undodgeable || Cuts UnCuttable Auras ::°:: This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. ::°:: Each use of this chip puts it on a 1-Turn Cooldown ::°:: Can gain Damage from external sources, but cannot otherwise be augmented
[Absorbs Volcano gaining 260 and Burn on Lava, and Dark Spreader gaining 390 and Hits All] 3:| <Celestial Art: Forbidden Cataclysmic Obliteration> @ All S-Range, Wind/Bug/Fire Keksis charges an intense concentration of chip data before releasing it upon an unknown number of foes. 890 Damage Breaks Shields, Undodgeable +If used on Lava Panels, inflicts Burn (Yes, it will BURN)+ +Hits All+
-Keksis can sacrifice a Standard Attack Chip when using this attack to inherit its damage and one effect from it (Cannot inherit: Avoid Separately, Unavoidables, or Execute Effects)- -Keksis can sacrifice a Dark Chip when using this attack to inherit its damage and one effect from it (Cannot inherit: Dark Sword, Scythe, Kunai, or Meteors)- 2-Turn Required Charge 1 Use 70% Damage
4:| <Celestial Art: Forbidden Knowledge> S-Range, Wind/Bug/Fire Keksis raises his hammer, drawing soul energy from all enemy entities to have his next attack seek them out. No Damage -Keksis's next attack gains Hits All- 1-Turn Required Charge 3 Uses-2 left
[Absorbs Dark Drill gaining Ignores Damage Mitigation and 390 Damage]
5:| <Celestial Art: Forbidden Sealing Fate> @ All S-Range, Wind/Bug/Fire Keksis vanish steps towards an enemy and shoves his celestial orb onto their core, devouring them whole. Upon survival, the victim reappears in the same location, feeling as if they experienced a nightmare that was beyond real and left permanent damage. 1360 Damage Breaks Unbreakable Shields, Fully Undodgeable, Ignores Armor, +Ignores Damage Mitigating Effects+ -Gains +40 Damage per Chip Use expended (12) by Keksis up until this point. Resets upon use- +Gains (255) Damage equal to the User's Missing HP (to a max of User's Base Dark Chip Damage (390))+
+If Hits, victim cannot use Non-Avoidance Skills for 1 Turn+
+If Avoided, this chip auto-strikes again next turn with the same damage and effects+
-Auto Strikes for 4 turns after use at 50% Damage, retaining all effects except this one- -Keksis can sacrifice a Dark Chip when using this attack to inherit its damage and one effect from it (Cannot inherit: Dark Sword, Scythe, Kunai, or Meteors)- 5-Turn Required Charge 5 CD 70% Damage
|Summary Phase|
515 Normal/Dark Damage @ All
1145 Bug/Blade Damage @ All
2250 Wind/Bug Damage @ All
Keksis's HP: 2145/2400 B-Chip Folder: 5/7 [2/3 Mega, 0/1 Giga] (+2/2 this turn, 2 used, 0 Sealing Fate) Cooldowns:
BugRiserSword (0/1)
Chips Used: Dark Cannon x2
Time Bomb x1
Dark Sword x1 Dark Shockwave x2
BugRiserSword x1 Dark Spreader x4 Dark Circle x1
Recovery200 x1
Volcano x1 Boomerang x1 Dark Drill x1 Air Shot x1
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Post by Gaia on Mar 4, 2020 9:56:51 GMT -8
#s://media~discordapp~net/attachments/295395168230703105/581296855422599168/JunkMan~png
JunkMan.SIT
Defense Phase
[JunkMan HP=1014/3300]
[Glitch Panels - JunkMan gets afflicted by Poison!]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
JunkMan stands strong against the majority of the assault, but that Forbidden Sealing Fate kills him. Sad times.
Good game!
JunkMan lost vs someone of lower version: +10 Exp, +100z Keksis won against v9: +60 Exp, +600z
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